I googled a bit and quickly searched through the polycount but couldn't find a wide answer.
How actually the masked opacity is cheap or expensive for performance in UE4.
The shader complexity in UE4 viewport shows the invisible pixels as red, from what I found this happens due to overdraw and the more overdraw occurs the whiter gets the shader complexity. it's always recommended to use polygons for simple shapes and minimize the opacity pixels areas.
I would be glad if you could explain how actually crucial it is to have small areas of red in UE4, especially for VR projects (forward rendering)
I use it for small decals, but would be glad to know more about different cases in UE4.
this is a good link that I've found about grass
https://80.lv/articles/creating-next-gen-grass-in-ue4/Also, if there's a good article or a similar forum thread with the answer, I would be glad if you direct me there.
Thanks